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Massively's NYCC Interview (there may yet be hope!)

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  • Taskmage
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    Also, newborn babies do not experience happiness. True science.

    Leave a comment:


  • TheGrandMom
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    Originally posted by Balfree View Post
    Thusly so, I'm not jumping on the qqbandwaggon of "This game is hopeless forever omg it's the end of the universe and no more happiness is to ever be had by anyone, including newborn babies. And kittens do not purr anymore because of the User interface in FFXIV".
    Originally posted by Balfree View Post
    I KNOW they're fixing stuff, I'm not just going to sob away and cry on forums because SE did something sort of bad and didn't fix it the next day, I'm aware that as a team of technicians of stuff, they are working to improve their product.
    Are you playing FFXIV? If not, then of course you aren't complaining.....you aren't enduring the bs that we are. So comments like this are totally out of line and not appreciated. We have legitimate complaints and guess what? If we didn't complain about it then it wouldn't get fixed for those of you that are waiting for it to be fixed.

    Leave a comment:


  • Balfree
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    And the complaints about the game are not falling upon deaf ears. The number one complaint that the team has heard is about the user interface, and that is the current top priority for the team. Performance-smoothing is next on the list, followed by content and new features. Each team is working on the game to improve it, and every piece of feedback is being compiled worldwide and taken into account for development.
    This is all that matters to me. I don't care if the game was released too soon, I just want them to realize that there's a problem and have them take measures to fix it, slowly if they must. I'll give them my money towards that end: because I'm interested in the end result. I don't mind. Thusly so, I'm not jumping on the qqbandwaggon of "This game is hopeless forever omg it's the end of the universe and no more happiness is to ever be had by anyone, including newborn babies. And kittens do not purr anymore because of the User interface in FFXIV".

    Seriously doods, I endured FFXI's shenanigans for _6_ years. The UI was utter shitte, and I still say its the best gaming experience I ever had and it set the bar really high for future games.

    This interview was OK, but it tells me nothing I don't know already. I mean, SE is a group of computer nerds, they are programming stuff right now, hitting their keyboards doing stuff and going to bed late because of lines of code, I know how it is... that's my job as well. I KNOW they're fixing stuff, I'm not just going to sob away and cry on forums because SE did something sort of bad and didn't fix it the next day, I'm aware that as a team of technicians of stuff, they are working to improve their product. This interview basically told people what they already should know, but I'm not surprised people fail to see the big picture, I mean... people do stupid stuff, can't ask too much of them. Like thinking a bit.

    Leave a comment:


  • TheGrandMom
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    Originally posted by Aeni View Post
    This interview reads more like a PR than an actual interview.
    Totally agree. It was a "wow people complaining about the game and about us not talking so lets do a fluff interview so we can say changes are coming but not say what and when but that should quiet them down for a while" interview.

    But the PS3 limitations comment did make me lol for a while irl so, in a way, the interview was worth the read.

    Leave a comment:


  • Aeni
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    I wish they'd go into details on this limitation. Are they assuming that not everyone will have a keyboard and mouse when playing the PS3 version so that they need to design the system with this in mind? WTF kind of logic is that? They need to require people to have a mouse and keyboard for the PS3 if they want to play any MMORPG game and then work their way from there.

    I wonder if this was a controlled Q&A? Notice that the editor from Massively, a site devoted to MMORPGs, did not stick his neck out (and potential for future interviews) by asking some of the other concerns, like the auction house and in-game mail (or lack thereof) This interview reads more like a PR than an actual interview.

    Leave a comment:


  • Raydeus
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    What console limitations? The PS3 is completely compatible with a mouse and keyboard, in addition to gamepad configurations. Or what, the PS3 somehow doesn't allow for a customizable UI? Give me a break, these are all excuses.

    If they had really wanted to make the game's controls better they would've done so. They did a good job with XI even with all the limitations, so how can someone possibly believe they are being limited by the PS3.

    And from what it looks like even in the worst possible case scenario they could've just fallen back to XI's UI and it would've still worked better than the current one.

    How can a company with 8 years of MMOG experience screw that up?

    Leave a comment:


  • Absentia
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    Originally posted by Malacite View Post
    Really makes me wish they'd just make a PC only game for once. As cool as the cross-platform play is, how high is the % of players this time around? I know with XI the PS2 user base was the largest (at least in Japan) but this time around it's still just PC only until March so.... bah.


    tl;dr tired of console limitations. Also tired of everything always being a god damned secret during these Q&A sessions, like revealing this shit would suddenly ruin the game. Shit, with all the negative reviews I would they'd want to reveal as much as possible about upcoming updates.
    Revealing anything too soon could lead to even more negativity. They could announce something, then players get excited. Soon down the road, the idea or adjustment is scrapped, leaving people dissatisfied and causing more harm than if they were to just keep some things under wraps like they are.

    Leave a comment:


  • Malacite
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    Really makes me wish they'd just make a PC only game for once. As cool as the cross-platform play is, how high is the % of players this time around? I know with XI the PS2 user base was the largest (at least in Japan) but this time around it's still just PC only until March so.... bah.


    tl;dr tired of console limitations. Also tired of everything always being a god damned secret during these Q&A sessions, like revealing this shit would suddenly ruin the game. Shit, with all the negative reviews I would they'd want to reveal as much as possible about upcoming updates.

    Leave a comment:


  • Raydeus
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    Interesting how the PS3 limits design in ways the PS2 version of XI didn't.

    Leave a comment:


  • TheGrandMom
    replied
    Re: Massively's NYCC Interview (there may yet be hope!)

    Sundi and Kurosawa both mentioned that while they want to improve the interface on the PC, they also need to make sure that the interface works for both PCs and the PS3, which means that there are limited options for how many changes they can make. Balancing the needs of both systems leads to certain compromises.
    FIRST!!

    "PS3 Limitations!!"

    lololololol Oh lord I needed a good laugh for the day! Here we go again!

    Leave a comment:


  • Massively's NYCC Interview (there may yet be hope!)

    NYCC 2010: Our interview with FFXIV's Sage Sundi and Yasu Kurosawa - Massively


    If there were an award for the most controversial game on Massively, that award would probably have to go to Final Fantasy XIV. It's a game with a very different approach to many of the elements that are considered de rigueur for MMOs, which has produced a great deal of affection from some players, a great deal of enmity from others, and a flamewar that burgeons in nearly any thread about even the most innocuous news.

    I had a chance to sit down at New York Comic Con with Sage Sundi, FFXIV's global online producer, and Yasu Kurosawa, FFXIV's North American online producer. It was certainly an interesting experience to chat with two of the people responsible in no small part for one of my personal favorite games, but both gentlemen were very polite to discuss the game, its worldwide community, and what lessons had been learned already from launch.
    The first thing that both Sundi and Kurosawa made clear was that there were a number of things they could not discuss. When I asked about unlocking Ishgard or Chocobos, Sundi laughed and simply said that it was a secret. Still, it's hard to fault them for keeping some parts of the game under wraps, especially considering Square-Enix's longstanding habit of playing very close to its chest. Sundi would say, however, that improvements were coming and that there would be new features, even though most of them could not be discussed publicly.

    The Lodestone site, however, has been a big change from the traditional silence that Square has put forth regarding its games, and both Sundi and Kurosawa reinforced the notion that the site would continue to be a source for data about the game. They do not, however, want to use it as a major community flashpoint, preferring instead to support the fansites and give them the tools for organizing and getting in touch with the community. Rather than trying to moderate an official forum, they prefer to let the community form its own activities, something that they have been very pleased with thus far.

    That doesn't, however, mean that they don't hear what the community has been saying. Improvements for both the user interface and control schemes are incoming, as those are currently the most frequently discussed community topics. The development team apparently has a daily meeting with the community managers worldwide; managers from North America, Japan, and the European communities all discuss the most pressing issues facing the game community.

    Sundi and Kurosawa both mentioned that while they want to improve the interface on the PC, they also need to make sure that the interface works for both PCs and the PS3, which means that there are limited options for how many changes they can make. Balancing the needs of both systems leads to certain compromises.

    For all the complaints about the game's systems, there have been relatively few complaints about the actual mechanics of launch, and Sundi was especially pleased both with how smoothly it went and with the implications for the worldwide reception. Everyone was playing together from the start of the game, and that meant that the community was able to start forming much earlier. There was a comparison made to Final Fantasy XI, which launched years later in North America and as a result had a much larger rift between the player communities, so keeping FFXIV's launch moving smoothly as a worldwide experience was of high importance.

    And the complaints about the game are not falling upon deaf ears. The number one complaint that the team has heard is about the user interface, and that is the current top priority for the team. Performance-smoothing is next on the list, followed by content and new features. Each team is working on the game to improve it, and every piece of feedback is being compiled worldwide and taken into account for development.

    When asked if he could shed any further light upon the company system, Sundi immediately replied, "Nope," and then laughed. Other popular requests, such as longstanding player classes like summoners or blue mages, were also not up for discussion; all that could be said was that the teams were aware of the requests and wanted to ensure that the game is as true to the Final Fantasy franchise as possible, and that iconic classes have been among the feedback since the alpha.

    I asked about the roleplaying community and informed both gentlemen of the current unofficial RP server. They were happy to hear that one had been picked out, and Sundi explained that while they want to support the RP community, they wish to do so in a larger way than simply labeling one server as set for roleplaying. (He drew the comparison to World of Warcraft, where the RP servers frequently do not feature any sort of community enforcement.) Kurosawa made it clear that if an RP linkshell wishes to run a major event, the best option is to get in touch with the GMs and community teams to try to arrange whatever support possible for the event. He also implored roleplaying communities to give their contact information and site details to the community team, so that the staff members could be aware of events and help support the players.

    When asked about what they were happy about with the launch, Sundi immediately responded that he was happy at seeing the global community assemble. Kurosawa was thrilled that so many players were happy with the crafting and that players use crafting as an alternate leveling method (rather than leveling just by killing things with weapons). It helped show just how much the armoury system really contributed to the game's appeal.

    As a last thought, Kurosawa stressed again that Square-Enix is really doing its best to listen to player voices and communicate everything to the development team. Sundi also stated that the game is still being worked on and improved, but with an eye toward preserving the unique elements that mark it as part of the Final Fantasy series. The game isn't designed to be like World of Warcraft, and the development team is working hard to make it an excellent game on its own merits while allowing it to stand distinct from the crowd.

    On behalf of Massively and our Final Fantasy XIV community, I'd like to thank both Sage Sundi and Yasu Kurosawa for their time and responses.
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